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Inline generated project prompts and selected templates into Codex runs, add bounded broad-context discovery, and validate generated surface freshness against current renderer output. Add richer workflow templates, CLI prompt-surface coverage, and synced truth docs.
30 lines
3.3 KiB
Markdown
30 lines
3.3 KiB
Markdown
# Known Upstream Differences
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This TypeScript/Node port preserves upstream user-facing outcomes while intentionally avoiding legacy implementation details that caused fragile behavior.
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Legacy engine-system checks only partially passed while still reporting success. This port uses hard-failing validation, where any failed check exits nonzero.
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Legacy folder-structure checks and project-file path expectations differed from the desired `source/project-<slug>/` contract. This port uses `source/project-<slug>/` for Godot, Unity, and Unreal.
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Legacy Unreal naming used multiple labels. This port normalizes `Unreal`, `Unreal Engine`, `unreal`, and `ue5` to canonical `unreal`, while keeping `Unreal Engine` as the display name.
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Legacy validation depended on Python and shell assumptions. This port is TypeScript/Node only.
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Role roster coverage is preserved through Codex-native IDs: `studio-orchestrator`, `market-analyst`, `data-scientist`, senior design/art roles, game-feel, UI/UX, QA, release, and implementation roles. Legacy underscore aliases such as `producer_agent`, `qa_agent`, and `master_orchestrator` are intentionally not valid role IDs.
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Generated projects materialize project-specific `.codex/prompts/<role>.md` files for every role. `run <role>` inlines the current generated project role prompt instead of falling back to the package role prompt. `AGENTS.md` remains the primary generated Codex instruction surface and is owned by `src/agents.ts`.
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Market and analytics are first-class renderable workflows owned by dedicated roles. Workflow prompts and normal role runs inline selected package template bodies instead of pointing Codex at project-relative template paths or loading every template.
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Studio orchestration is provided by the `studio-orchestrator` role and the render-only `handoff` workflow shortcut, not by a generated `project_orchestrator.md`.
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Richer workflows exist for design specs, game-feel review, art direction, UI/UX review, production milestones, review, ship-check, playtest, bugfix, vertical slice, market, analytics, and handoff. Shortcut workflow commands render prompts only; executable workflow lifecycle support remains future-only.
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Intentional omissions for the first build: no interactive `menu`, no `startover`, no generated `project_orchestrator.md`, no exact `template_info.md`, no eager competitor reports during init, and no upstream license/authorship/citation parity documents.
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Codex-native difference: `run <role>` invokes `codex exec` by default against the generated bounded prompt packet. `--dry-run` and `--print-prompt` are the non-executing inspection paths. `--allow-broad-context` performs bounded discovery of existing project artifacts rather than recursive ingestion, and `--fix` receives the same generated role prompt and selected templates as the primary implementation prompt.
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Generated role prompts and workflow files include freshness metadata and rendered-body hashes for new projects. Validation reports legacy missing-metadata files as regeneration-needed skip diagnostics instead of treating them as fresh.
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Future-only features are not implemented in this build: planner/`next`, telemetry, parallel orchestration, changed-file tracking, prompt-size metrics, hard output-ownership enforcement, legacy `.gamestudio` compatibility, `CODEX.md`, and `project_orchestrator.md`.
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